Wizard - Order of Spellshapers

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Arcane Order

Order of Spellshapers

The Order of Spellshapers is for wizards deeply interested in magical interactions, and how to use the arcane arts to modify other spells. They focus on a discipline they call spellshaping, which is a set of techniques for altering a spell's effects as it is being cast. Spellshapers often pride themselves on their versatility, tweaking and adjusting their spells to suit the situation.

Spellshapers wizards can come from any background; the only requirement is an interest in diligent and fine-grained arcane study. Similarly, they can come from any alignment, as the Order of Spellshapers} is about an approach to arcane study rather than its applications.

Order of Spellshapers Features

Wizard Level Feature
2nd Arcane Adaptability, Spellshaping
6th Ritual Shaping
10th Overflowing Arcana
14th Spellshape Mastery

Arcane Adaptability

At 2nd level, you acquire the broadest possible base for your arcane knowledge. You gain proficiency with Arcana, or another wizard skill of your choice if you're already proficient. When you make an Intelligence (Arcana) check about a phenomenon that you haven't encountered before or a spell that isn't in your spellbook, you can give yourself advantage on the check. Once you do so, you can't do so again until you finish a short or long rest.

Spellshaping

Also at 2nd level, you learn your first spellshaping techniques, arcane methods for adjusting your spells mid-cast. You can use a spellshaping technique as a bonus action anytime you cast a wizard spell with a casting time of 1 action. You learn two of the techniques below. You learn an additional technique at levels 6, 10, and 14. When you gain a level in this class, you can forget one technique you know and learn a new one in its place.

You can use your spellshaping techniques twice, gaining an additional use when you reach levels 5, 9, 13, and 17 in this class. When you use your Arcane Recovery, you regain a number of spent uses equal to half your maximum.

Square the Circle

When you cast a spell that affects an area, you can change the size and shape of that area. You can remove from the spell's area a number of 5-foot-cube volumes equal to your Intelligence modifier. You can then add the same number of cubes onto the spell's area at any contiguous location.

Arcane Penetration

When you cast a spell that deals damage and calls for a saving throw, you can increase the spell's intensity, allowing it to penetrate resistances. If any creature fails a saving throw against the spell by 5 or more, the spell's damage ignores resistance.

Far Reach

You can double the range of a spell you cast.

Sensory Shift

You can change a spell's visual and auditory characteristics (for example, making a fireball appear to be a raging storm of leaves). You can't change whether a spell is perceived, only how. If a creature attempts to cast counterspell or dispel magic against the spell, your Intelligence modifier is added to the associated check DC.

Celerity

Before you cast a spell, you can siphon off a bit of arcane power to give yourself a sudden burst of speed. You can move up to half your movement speed without provoking attacks of opportunity.

Dilation

When you cast a spell with a duration of 1 minute or longer, you can extend that duration by up to half.

Empowered Intensity

When you cast a spell that deals damage, one target of the spell takes bonus damage of the spell's type equal to your wizard level.

Mighty Conjuration

When you cast a spell that conjures an object or creature, one object or creature summoned by the spell gains additional hit points equal to half your wizard level, and adds half your Intelligence modifier to its armor class.

Ritual Shaping

At 6th level, you learn to apply your spellshaping techniques to rituals. When you cast a spell with a casting time longer than 1 action, you can reduce its casting time by half. When you cast a spell with a range longer than 1000 feet or that allows you to perceive things 1000 feet away or more, that distance is doubled.

Overflowing Arcana

At 10th level, your spellshaping techniques gain twice the potency. Anytime you use a spellshaping technique, it also applies to any spell you cast as an action on your next turn.

Spellshape Mastery

At 14th level, you learn forbidden techniques, tampering with the weave in ways few wizards dare. You learn all three of the following techniques. You can only use each one once, regaining the ability after finishing a long rest. They still expend a use of your Spellshaping feature when you use them.

Brutal Spell

When you cast a spell that calls for a saving throw, one target of the spell makes its saving throw at disadvantage.

Vicious Spell

When you cast a spell that deals damage, one target of the spell takes 2d8 additional damage of the spell's type.

Mighty Spell

You can cast the spell as if with a spell slot one level higher.

Order of Spellshapers quirks

The following are some optional quirks for a player of this subclass to choose from.

d6 Quirk
1 Your eyes shimmer and your hair flutters when you use a spellshaping technique.
2 You always criticize the presentation of your food and arrange it more to your liking.
3 You're always quick to criticize one of the great archmages, calling them "a mere poseur".
4 You've developed your own names for your favorite shaped spells.
5 You've always been jealous of sorcererse.
6 You quest to find a lost tome of "metamagic" spells.

Change Log

v0.2

  • Nerfed Mighty Conjuration
  • Tweaked wording of Spellshaping

v0.1

  • Rough Draft
Credits & References:

Order of Spellshapers created by somanyrobots
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Art

Clever Lumimancer, by Lie Setiawan © Wizards of the Coast LLC


Background Image Stains

Jared Ondricek


License

© 2025 somanyrobots, CC BY-NC 4.0


Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


5E SRD Content
  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.

  • The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.